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Review Lectures

Review Lectures. The Final Exam Paper. Duration: 2 hours Reading: 15 minutes Total marks: 65 Hurdle: 32.5 . The Structure. Topics. Software Engineering (  5% of 65). Topics (Cont’d). Java and OOP ( 65 % of 65) Concepts & Definitions Code fragments

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Review Lectures

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  1. Review Lectures

  2. The Final Exam Paper • Duration: 2 hours • Reading: 15 minutes • Total marks: 65 • Hurdle: 32.5

  3. The Structure

  4. Topics • Software Engineering (5% of 65)

  5. Topics (Cont’d) • Java and OOP (65% of 65) • Concepts & Definitions • Code fragments • Writing a small program

  6. Topics (Cont’d) • UML and OOD (30% of 65) • Concepts & Definitions • Understanding Diagrams • OOD Principles • Design Patterns • Design using UML

  7. Software Engineering - Introduction • Software Engineering is an engineering discipline which is concerned with all aspects of software production from the early stages of system requirements through to maintaining the system after is has gone into use.

  8. Software Process • Software Process defines the way to produce software. It includes • Software life-cycle model • Tools to use • Individuals building software • Software life-cycle model defines how different phasesof the life cycle are managed.

  9. Phases of Software Life-cycle • Requirements • Specification (Analysis) • Design • Implementation • Integration • Maintenance • Retirement

  10. Life-Cycle Models • Build-and-fix model • Waterfall model • Rapid prototyping model • Incremental model • Extreme programming • Synchronize-and-stabilize model • Spiral model • Object-oriented life-cycle models • Comparison of life-cycle models

  11. Abstract Data Type (ADT) • A structure that contains both data and the actions to be performed on that data. • Class is an implementation of an Abstract Data Type.

  12. Object Oriented DesignConcepts

  13. Class • Class is a set of attributes and operations that are performed on the attributes. Student Circle Account accountName accountBalance name age studentId centre radius withdraw() deposit() determineBalance() area() circumference() getName() getId()

  14. Objects • An Object Oriented system is a collection of interacting Objects. • Object is an instance of a class.

  15. Classes/Objects John and Jill are objects of class Student :John Student :Jill :circleA circleA and circleB are objects of class Circle Circle :circleB

  16. Object Oriented Paradigm: Features • Encapsulation • Data Abstraction • Inheritance • Polymorphism • Persistence • Delegation

  17. Java Review

  18. Hello World // HelloWorld.java: Hello World program class HelloWorld { public static void main(String args[]) { System.out.println(“Hello World”); } }

  19. Program Processing • Compilation # javac HelloWorld.java results in HelloWorld.class • Execution # java HelloWorld Hello World

  20. Basic Data Types • Types boolean either true of false char 16 bit Unicode 1.1 byte 8-bit integer (signed) short 16-bit integer (signed) int 32-bit integer (signed) long 64-bit integer (singed) float 32-bit floating point (IEEE 754-1985) double 64-bit floating point (IEEE 754-1985) • String (class for manipulating strings) • Java uses Unicode to represent characters internally

  21. Control Flow • Control Flow Statements in JAVA • while loop • for loop • do-while loop • if-else statement • switch statement • JAVA does not support a goto statement

  22. Circle centre radius circumference() area() Classes • A classis a collection of fields (data) and methods(procedure or function) that operate on that data.

  23. Classes • A classis a collection of fields (data) and methods(procedure or function) that operate on that data. • The basic syntax for a class definition: • Bare bone class – no fields, no methods • classClassName [extendsSuperClassName] • { • [fields declaration] • [methods declaration] • } public class Circle { // my circle class }

  24. Constructors • Constructor is a method that gets invoked at object creation time. • Constructorshave the same name as the class. • Constructors cannot return values. • Constructors are normally used for initializing objects. • A class can have more than one constructor – with different input arguments.

  25. Defining a Constructor • Like any other method • Invoking: • There is NO explicit invocation statement needed: When the object creation statement is executed, the constructor method will be executed automatically. public class ClassName { // Data Fields… // Constructor public ClassName() { // Method Body Statements initialising Data Fields } //Methods to manipulate data fields }

  26. Method Overloading • Constructors all have the same name? • In Java, methods are distinguished by: • name • number of arguments • type of • position of arguments • Not method overriding (coming up), method overloading:

  27. Polymorphism • Allows a single method or operator associated with different meaning depending on the type of data passed to it. It can be realised through: • Method Overloading • Operator Overloading (Supported in C++, but not in Java) • Defining the same method with different argument types (method overloading) - polymorphism. • The method body can have different logic depending on the date type of arguments.

  28. Scenario • A Program needs to find a maximum of two numbers or Strings. Write a separate function for each operation. • In C: • int max_int(int a, int b) • int max_string(char *s1, char *s2) • max_int (10, 5) or max_string (“melbourne”, “sydney”) • In Java: • int max(int a, int b) • int max(String s1, String s2) • max(10, 5) or max(“melbourne”, “sydney”) • Which is better ? Readability and intuitive wise ?

  29. Data Hiding and Encapsulation • Java provides control over the visibility of variables and methods, encapsulation, safely sealing data within the capsule of the class • Prevents programmers from relying on details of class implementation, so you can update without worry • Keeps code elegant and clean (easier to maintain)

  30. Visibility Circle Construction time message Circle area message Center (x,y) Radius r circumference message

  31. Parameter passing • Method parameters which are objects are passed by reference. • Copy of the reference to the object is passed into method, original value unchanged.

  32. Delegation • Ability for a class to delegate its responsibilities to another class. • A way of making an object invoking services of other objects through containership.

  33. Parent Child Inheritance • Ability to define a class as a subclass of another class. • Subclass inherits properties from the parent class. Inheritedcapability

  34. Subclassing • Subclasses created by the keyword extends: • Each GraphicCircle object is also a Circle! public class GraphicCircle extends Circle { // automatically inherit all the variables and methods // of Circle, so only need to put in the ‘new stuff’ Color outline, fill; public void draw(DrawWindow dw) { dw.drawCircle(x,y,r,outline,fill); } }

  35. Abstract Classes • An Abstract class is a conceptual class. • An Abstractclass cannot be instantiated – objects cannot be created. • Abstract classes provides a common root for a group of classes, nicely tied together in a package:

  36. Abstract Classes package shapes; public abstract class Shape { public abstract double area(); public abstract double circumference(); public void move() { // impementation } }

  37. Abstract Classes public Circle extends Shape { protected double r; protected static final double PI =3.1415926535; public Circle() { r = 1.0; ) public double area() { return PI * r * r; } … } public Rectangle extend Shape { protected double w, h; public Rectangle() { w = 0.0; h=0.0; } public double area() { return w * h; } }

  38. Abstract Classes • Any class with an abstract method is automatically abstract • A class declared abstract, even with no abstract methods can not be instantiated • A subclass of an abstract class can be instantiated if it overrides each of the abstract methods, with an implementation for each • A subclass that does not implement all of the superclass abstract methods is itself abstract

  39. Interfaces • Interface is a conceptual entity similar to a Abstract class. • Can contain only constants (final variables) and abstract method (no implementation) - Different from Abstract classes. • Use when a number of classes share a common interface. • Each class should implement the interface.

  40. Interfaces: An informal way of realising multiple inheritance • An interface is basically a kind of class—it contains methods and variables, but they have to be only abstract classes and final fields/variables. • Therefore, it is the responsibility of the class that implements an interface to supply the code for methods. • A class can implement any number of interfaces, but cannot extend more than one class at a time. • Therefore, interfaces are considered as an informal way of realising multiple inheritance in Java.

  41. Interface - Example <<Interface>> Speaker speak() Politician Priest Lecturer speak() speak() speak()

  42. Interfaces Definition • Syntax (appears like abstract class): • Example: interface InterfaceName { // Constant/Final Variable Declaration // Methods Declaration – only method body } interface Speaker { public void speak( ); }

  43. Error Handling • Any program can find itself in unusual circumstances – Error Conditions. • A “good” program should be able to handle these conditions gracefully. • Java provides a mechanism to handle these error condition - exceptions

  44. Exceptions in Java • A method can signal an error condition by throwing an exception – throws • The calling method can transfer control to a exception handler by catching an exception - try, catch • Clean up can be done by - finally

  45. Common Java Exceptions • ArithmeticException • ArrayIndexOutOfBoundException • ArrayStoreException • FileNotFoundException • IOException – general I/O failure • NullPointerException – referencing a null object • OutOfMemoryException • SecurityException – when applet tries to perform an action not allowed by the browser’s security setting. • StackOverflowException • StringIndexOutOfBoundException

  46. Exception Handling Mechanism try Block Statements that causesan exception Throwsexception Object catch Block Statements that handle the exception

  47. Syntax of Exception Handling Code … … try { // statements } catch( Exception-Type e) { // statements to process exception } .. ..

  48. Streams • Java Uses the concept of Streams to represent the ordered sequence of data, a common characteristic shared by all I/O devices. • Streams presents a uniform, easy to use, object oriented interface between the program and I/O devices. • A stream in Java is a path along which data flows (like a river or pipe along which water flows).

  49. I/O and Data Movement • The flow of data into a program (input) may come from different devices such as keyboard, mouse, memory, disk, network, or another program. • The flow of data out of a program (output) may go to the screen, printer, memory, disk, network, another program. • Both input and output share a certain common property such as unidirectional movement of data – a sequence of bytes and characters and support to the sequential access to the data.

  50. The concepts of sending data from one stream to another (like a pipe feeding into another pipe) has made streams powerful tool for file processing. Connecting streams can also act as filters. Streams are classified into two basic types: Input Steam Output Stream Stream Types Input Stream reads Source Program Output Stream Program Source writes

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